Jump to content
pauliaxz

pauliaxz's modding projects (Škoda Yeti [WiP])

82 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hello ST community,

I will use this topic to show my upcoming, work in progress and finished mods for Cities: Skylines. Some may know, some may not - I make soviet style buildings and car models.

Here is some showcase of my already made mods:

Link to steam collection of my residential soviet buildings. Series 1-464LI

Spoiler

50735C220209BE68E048A96414780B51709A88A0

 

Vehicle mods:

Link to steam collection of my passenger cars mods

Link to my steam collection of heavy land vehicles (buses, trucks)

Spoiler

A0BDB0A517D4D2299D3F9D8D548ACF77AF764626

AF578D29159AC35183FE3829A818943A99EBB5F3

2BEEDF909E586093C78C8D645EBD6658662D362D

 

Here is the link to all my planned, WiP, released vehicles list in Trello website

  • Like 6

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Welcome on board, Pauliaxz :) 

I've seen your cars in the Workshop, and they look fantastic, but for me personally they are a bit too heavy in file size (> 2.5-5MB). I've seen very good car models weighing in at around 1-1.5MB, and since I want to have some diversity I opted to sub to more those rather than just a couple of yours (my laptop's resources and computing power is limited, so I have to make choices unfortunately). Having said that, 2.0 - 2.5MB still is reasonable (although - imho. - more than 3-3.5MB, like your older vehicles, is too much), and even though I have chosen not to download them, I am sure plenty of other players are very happy with your awesome wheeled creations!

NB: I'm not a modeler, so I don't know what tris count is needed to create adequately accurate car models, so I can't help you with that.
And one more thing: I'm surprised that your older vehicles are almost twice as large as your later ones (5MB vs. 2.5MB), despite having about the same tris count and texture size.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    5 MB is because I add two .crp into one (two color sets). One car is aproximately 2.4MB

    If I used 512x512 textures, size would be even smaller, but I prefer 1024x1024

     

    Everything is explained in describtion btw

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    16 minutes ago, Judazzz said:

     I'm surprised that your older vehicles are almost twice as large as your later ones (5MB vs. 2.5MB), despite having about the same tris count and texture size.

    File size depends more on whats ON the texture, not the actual size. A photorealistic 512x512 texture will always be bigger in file size than a 2048x2048 Flat-colored texture :)

    Other images like the PreviewImage, snapshot and thumbnails also influence the definitive file size (so keep them as small as possible) and not keep them 1920x1080 (screenshot) like me because I was too lazy to crop them :P 


    ekCYJKD.pngTim The Terrible's Steam Workshop

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Thanks for the info guys, suddenly everything started to make sense ;) 

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I know that, Tim, but we are talking about car texture. So 512x and 1024x would have same details, colors etc. in it. So size would differ.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Here I show what I currently do when I have some time for it. Making RICO compatible my soviet style 5 stories buildings. It will consist of Middle, Left and Right sections (5x5 ; 4x5 ; 5x5). Models are partially rebuilt (added glazed balconies, extra room sections)

     

    5fl rico wip.jpg

    • Like 7

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    How is your transition from modding Cities XL?


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    8 hours ago, Tim The Terrible said:

    File size depends more on whats ON the texture, not the actual size. A photorealistic 512x512 texture will always be bigger in file size than a 2048x2048 Flat-colored texture :)

    Other images like the PreviewImage, snapshot and thumbnails also influence the definitive file size (so keep them as small as possible) and not keep them 1920x1080 (screenshot) like me because I was too lazy to crop them :P 

    Are you talking about about general texturefilesizes or texturequality to crp outcome?

    Because I had flat grey testtextures in 1024² and they still produced roughly the same filesizes as detailed 1024²s

    As far as I know, the asset editor is compressing the textures during the savingprocess. The filesize of the texture before the compressing process starts seems to hardly matter. You can have a 10mb 1024² texture and a 1mb 1024², but after saving, the filesize would be very simular. In my experience, 1024² textures will allways produce a crp with the rough filesize of 2,9-3,5mb (for buildings), while 512² usually ends up at around 1,5mb, give or take a few hundred kb.

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    10 minutes ago, Feindbold said:

    Are you talking about about general texturefilesizes or texturequality to crp outcome?

    I was talking about texture quality, but I didn't actually know what the outcome of the .crp would be. I forgot about the compressing part, so thanks for the additional info :)


    ekCYJKD.pngTim The Terrible's Steam Workshop

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    17 hours ago, OcramsRzr said:

    How is your transition from modding Cities XL?

    Why transition? I still can mod both games, but here comes the free time... The lack of...

    And it's been long since I uploaded my first work to C:SL workshop (June 2015)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Uploaded 5-story soviet residentials (RICO) to workshop. Check my collection

    Screenshots:

     

    20160823164412_1.jpg

    20160823164442_1.jpg

    20160823164451_1.jpg

    20160823164531_1.jpg

    20160823164549_1.jpg

    20160823165312_1.jpg

    • Like 9

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I love how common this building style is. Got a bunch of very similar buildings in my town. :D These are great for those large boring complexes :thumb:

    • Like 2

    My workshop items

    Catch my latest project and future plans on my Patreon page

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well, these buildings series are most common out of all apartments built in soviet era in my country. There a lot more to come in the future. 

    My CSL modding objective is to make buildings that are common in my country and real car brands models to ride in my streets.

    • Like 3

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    This car is being shaped little by little. Today finished stage 1 out of whole car making process. In total 2160 triangles (won't change if I haven't made some mesh typos).

    Stages which I will mark green if finished:

    • Stage 1 - Fully made mesh model.
    • Stage 2 - Fully smoothed mesh model.
    • Stage 3 - Fully UV mapped model.
    • Stage 4 - Fully made diffuse texture (baked and edited)
    • Stage 5 - Fully made other required textures
    • Stage 6 - Fully made LOD
    • Stage 7 - .crp file(s) created and tested in-game.
    • Stage 8 - Uploaded to Steam Workshop for public use.

    And a screenshot of stage 1 (as you see model in first stage doesn't look that appealing :D)

    renault_megane_2 stage 1.jpg

    • Like 4

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    So here is Stage 4 completed. Now other textures awaits.

    renault_megane_2 stage 3.jpg

    • Like 6

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Thank you, this is a great addition to the game. Very realistic for any European city.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Something that is scratching the sky is slowly coming to C:SL, early WiP pic of this 326 meter high structure:

     

    wip2.jpg

    • Like 3

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Got a question to experienced ModTools users. I spent some time trying to search for asset_tooltip picture of one of my assets that I want to update but searches were unsuccessful. I don't have my old asset_tooltip anymore, and I want to get it from my asset's .crp file. Could anyone give me advice how to acquire it?

    And one more thing, some time ago I don't know how but I did rotated the sun light direction in Asset Importer window (dialog where you choose the fbx file and the scene view is on the right). But recently when I tried again I was unable to, so could anyone remind me the controls used to rotate sun light direction (in Asset Importer window, not the Asset Editor itself)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Something is coming for particular part of our community:

    (Also thinking about taxi version of this car too)

     

    megane FR police prev.jpg

    • Like 4

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Nicely modeled and excellently textured, very nice work!

    *insert joke about mirrored hood texture here* ;)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    1 hour ago, Badi_Dea said:

    *insert joke about mirrored hood texture here* ;)

    I hope you know it's supposed to be mirrored :) All emergency vehicles have/had that, so drivers read it correctly in their rear-view mirrors.

    • Like 1

    ekCYJKD.pngTim The Terrible's Steam Workshop

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections